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Comparing deliantra/server/server/player.C (file contents):
Revision 1.41 by root, Fri Dec 15 04:21:29 2006 UTC vs.
Revision 1.76 by root, Sun Dec 31 17:17:23 2006 UTC

27#include <sounds.h> 27#include <sounds.h>
28#include <living.h> 28#include <living.h>
29#include <object.h> 29#include <object.h>
30#include <spells.h> 30#include <spells.h>
31#include <skills.h> 31#include <skills.h>
32#include <newclient.h>
33 32
34#ifdef COZY_SERVER 33#include <algorithm>
35extern int same_party (partylist *a, partylist *b); 34#include <functional>
36#endif
37 35
38player * 36player *
39find_player (const char *plname) 37find_player (const char *plname)
40{ 38{
41 player *pl; 39 for_all_players (pl)
42
43 for (pl = first_player; pl != NULL; pl = pl->next)
44 {
45 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) 40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
46 return pl; 41 return pl;
47 }; 42
48 return NULL; 43 return 0;
49}
50
51player *
52find_player_partial_name (const char *plname)
53{
54 player *pl;
55 player *found = NULL;
56 size_t namelen = strlen (plname);
57
58 for (pl = first_player; pl != NULL; pl = pl->next)
59 {
60 if ((size_t) strlen (pl->ob->name) < namelen)
61 continue;
62
63 if (!strcmp (pl->ob->name, plname))
64 return pl;
65
66 if (!strncasecmp (pl->ob->name, plname, namelen))
67 {
68 if (found)
69 return NULL;
70
71 found = pl;
72 }
73 }
74 return found;
75} 44}
76 45
77void 46void
78display_motd (const object *op) 47display_motd (const object *op)
79{ 48{
83 int comp; 52 int comp;
84 int size; 53 int size;
85 54
86 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 55 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 56 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 {
89 return; 57 return;
90 } 58
91 motd[0] = '\0'; 59 motd[0] = '\0';
92 size = 0; 60 size = 0;
61
93 while (fgets (buf, MAX_BUF, fp) != NULL) 62 while (fgets (buf, MAX_BUF, fp))
94 { 63 {
95 if (*buf == '#') 64 if (*buf == '#')
96 continue; 65 continue;
66
97 strncat (motd + size, buf, HUGE_BUF - size); 67 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf); 68 size += strlen (buf);
99 } 69 }
70
100 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 71 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
101 close_and_delete (fp, comp); 72 close_and_delete (fp, comp);
102} 73}
103 74
104void 75void
110 int comp; 81 int comp;
111 int size; 82 int size;
112 83
113 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 84 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 85 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 {
116 return; 86 return;
117 } 87
118 rules[0] = '\0'; 88 rules[0] = '\0';
119 size = 0; 89 size = 0;
90
120 while (fgets (buf, MAX_BUF, fp) != NULL) 91 while (fgets (buf, MAX_BUF, fp))
121 { 92 {
122 if (*buf == '#') 93 if (*buf == '#')
123 continue; 94 continue;
95
124 if (size + strlen (buf) >= HUGE_BUF) 96 if (size + strlen (buf) >= HUGE_BUF)
125 { 97 {
126 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 98 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
127 break; 99 break;
128 } 100 }
101
129 strncat (rules + size, buf, HUGE_BUF - size); 102 strncat (rules + size, buf, HUGE_BUF - size);
130 size += strlen (buf); 103 size += strlen (buf);
131 } 104 }
105
132 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 106 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
133 close_and_delete (fp, comp); 107 close_and_delete (fp, comp);
134} 108}
135 109
136void 110void
144 int size; 118 int size;
145 119
146 sprintf (buf, "%s/%s", settings.confdir, settings.news); 120 sprintf (buf, "%s/%s", settings.confdir, settings.news);
147 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 121 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
148 return; 122 return;
123
149 news[0] = '\0'; 124 news[0] = '\0';
150 subject[0] = '\0'; 125 subject[0] = '\0';
151 size = 0; 126 size = 0;
127
152 while (fgets (buf, MAX_BUF, fp) != NULL) 128 while (fgets (buf, MAX_BUF, fp) != NULL)
153 { 129 {
154 if (*buf == '#') 130 if (*buf == '#')
155 continue; 131 continue;
132
156 if (*buf == '%') 133 if (*buf == '%')
157 { /* send one news */ 134 { /* send one news */
158 if (size > 0) 135 if (size > 0)
159 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 136 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
160 strcpy (subject, buf + 1); 137 strcpy (subject, buf + 1);
177 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
178 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
179 close_and_delete (fp, comp); 156 close_and_delete (fp, comp);
180} 157}
181 158
182int 159/* This loads the first map an puts the player on it. */
183playername_ok (const char *cp) 160static void
161set_first_map (object *op)
184{ 162{
185 /* Don't allow - or _ as first character in the name */ 163 strcpy (op->contr->maplevel, first_map_path);
186 if (*cp == '-' || *cp == '_') 164 op->x = -1;
187 return 0; 165 op->y = -1;
188
189 for (; *cp != '\0'; cp++)
190 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
191 return 0;
192 return 1;
193} 166}
194 167
195/* This no longer sets the player map. Also, it now updates 168void
196 * all the pointers so the caller doesn't need to do that. 169player::enter_map ()
197 * Caller is responsible for setting the correct map.
198 */
199
200/* Redo this to do both get_player_ob and get_player.
201 * Hopefully this will be less bugfree and simpler.
202 * Returns the player structure. If 'p' is null,
203 * we create a new one. Otherwise, we recycle
204 * the one that is passed.
205 */
206static player *
207get_player (player *p)
208{ 170{
209 object *op = arch_to_object (get_player_archetype (0)); 171 object *tmp = object::create ();
210 int i;
211 172
212 /* Clears basically the entire player structure except 173 EXIT_PATH (tmp) = maplevel;
213 * for next and socket. 174 EXIT_X (tmp) = ob->x;
175 EXIT_Y (tmp) = ob->y;
176 ob->enter_exit (tmp);
177
178 tmp->destroy ();
179}
180
181// connect the player with a specific client
182// also changed, rationalises, and fixes some incorrect settings
183void
184player::connect (client *ns)
185{
186 this->ns = ns;
187 ns->pl = this;
188
189 next = first_player;
190 first_player = this;
191
192 ns->update_look = 0;
193 ns->look_position = 0;
194
195 clear_los (ob);
196
197 /* make sure he's a player -- needed because of class change. */
198 ob->type = PLAYER; // we are paranoid
199 ob->race = ob->arch->clone.race;
200
201 if (!legal_range (ob, shoottype))
202 shoottype = range_none;
203
204 ob->carrying = sum_weight (ob);
205 link_player_skills (ob);
206
207 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
208
209 assign (title, ob->arch->clone.name);
210
211 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
212 * from the class, and not race. I don't see any way to get the class information
213 * to then update this. I don't think this will actually break anything - anyone
214 * that can use armour should be able to use a shield. What this may 'break'
215 * are features new characters get, eg, if someone starts up with a Q, they
216 * should be able to use a shield. However, old Q's won't get that advantage.
214 */ 217 */
215 p->clear (); 218 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
219 SET_FLAG (ob, FLAG_USE_SHIELD);
216 220
221 /* if it's a dragon player, set the correct title here */
222 if (is_dragon_pl (ob))
223 {
224 object *tmp, *abil = 0, *skin = 0;
225
226 shstr_cmp dragon_ability_force ("dragon_ability_force");
227 shstr_cmp dragon_skin_force ("dragon_skin_force");
228
229 for (tmp = ob->inv; tmp; tmp = tmp->below)
230 if (tmp->type == FORCE)
231 if (tmp->arch->name == dragon_ability_force)
232 abil = tmp;
233 else if (tmp->arch->name == dragon_skin_force)
234 skin = tmp;
235
236 set_dragon_name (ob, abil, skin);
237 }
238
239 CLEAR_FLAG (ob, FLAG_FRIENDLY);
240 add_friendly_object (ob);
241
242 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
243
244 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
245
246 esrv_new_player (this, ob->weight + ob->carrying);
247
248 ob->update_stats ();
249 ns->floorbox_update ();
250
251 esrv_send_inventory (ob, ob);
252 esrv_add_spells (this, 0);
253
254 ob->activate_recursive ();
255 enter_map ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260 INVOKE_PLAYER (LOGIN, this);
261}
262
263void
264player::disconnect ()
265{
266 if (ob)
267 ob->deactivate_recursive ();
268
269 //TODO: don't be so harsh and destroy :)
270 if (ns)
271 {
272 if (enable_save)
273 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
274
275 client *ns = this->ns;
276 ns->send_packet ("goodbye");
277 ns->flush ();
278 ns->pl = 0;
279 this->ns = 0;
280
281 ns->destroy ();
282 destroy ();
283 }
284}
285
286// the need for this function can be explained
287// by load_object not returning the object
288void
289player::set_object (object *op)
290{
291 ob = op;
292 ob->contr = this; /* this aren't yet in archetype */
293
294 ob->speed_left = 0.5;
295 ob->speed = 1.0;
296 ob->direction = 5; /* So player faces south */
297 ob->stats.wc = 2;
298 ob->run_away = 25; /* Then we panick... */
299
300 ob->roll_stats ();
301}
302
303player::player ()
304{
217 /* There are some elements we want initialized to non zero value - 305 /* There are some elements we want initialized to non zero value -
218 * we deal with that below this point. 306 * we deal with that below this point.
219 */ 307 */
220 p->party = NULL;
221 p->outputs_sync = 16; /* Every 2 seconds */ 308 outputs_sync = 16; /* Every 2 seconds */
222 p->outputs_count = 8; /* Keeps present behaviour */ 309 outputs_count = 8; /* Keeps present behaviour */
223 p->unapply = unapply_nochoice; 310 unapply = unapply_nochoice;
224 p->Swap_First = -1;
225 311
226#ifdef AUTOSAVE
227 p->last_save_tick = 9999999;
228#endif
229
230 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 312 assign (savebed_map, first_map_path); /* Init. respawn position */
231 313
232 op->contr = p; /* this aren't yet in archetype */
233 p->ob = op;
234 op->speed_left = 0.5;
235 op->speed = 1.0;
236 op->direction = 5; /* So player faces south */
237 op->stats.wc = 2;
238 op->run_away = 25; /* Then we panick... */
239
240 {
241 int oldmon = p->socket->monitor_spells; // what a hack
242 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
243 roll_stats (op);
244 p->socket->monitor_spells = oldmon;
245 }
246 p->state = ST_ROLL_STAT;
247 clear_los (op);
248
249 p->gen_sp_armour = 10; 314 gen_sp_armour = 10;
250 p->last_speed = -1; 315 last_speed = -1;
251 p->shoottype = range_none; 316 shoottype = range_none;
252 p->bowtype = bow_normal; 317 bowtype = bow_normal;
253 p->petmode = pet_normal; 318 petmode = pet_normal;
254 p->listening = 10; 319 listening = 10;
255 p->usekeys = containers; 320 usekeys = containers;
256 p->last_weapon_sp = -1; 321 last_weapon_sp = -1;
257 p->peaceful = 1; /* default peaceful */ 322 peaceful = 1; /* default peaceful */
258 p->do_los = 1; 323 do_los = 1;
259 p->explore = 0;
260 p->no_shout = 0; /* default can shout */
261
262 assign (p->title, op->arch->clone.name);
263 op->race = op->arch->clone.race;
264
265 CLEAR_FLAG (op, FLAG_READY_SKILL);
266 324
267 /* we need to clear these to -1 and not zero - otherwise, 325 /* we need to clear these to -1 and not zero - otherwise,
268 * if a player quits and starts a new character, we wont 326 * if a player quits and starts a new character, we wont
269 * send new values to the client, as things like exp start 327 * send new values to the client, as things like exp start
270 * at zero. 328 * at zero.
271 */ 329 */
272 for (i = 0; i < NUM_SKILLS; i++) 330 for (int i = 0; i < NUM_SKILLS; i++)
273 {
274 p->last_skill_exp[i] = -1; 331 last_skill_exp[i] = -1;
275 p->last_skill_ob[i] = NULL;
276 }
277 332
278 for (i = 0; i < NROFATTACKS; i++) 333 for (int i = 0; i < NROFATTACKS; i++)
279 p->last_resist[i] = -1; 334 last_resist[i] = -1;
280 335
281 p->last_stats.exp = -1; 336 last_stats.exp = -1;
282 p->last_weight = (uint32) - 1; 337 last_weight = (uint32) - 1;
283
284 p->socket->update_look = 0;
285 p->socket->look_position = 0;
286
287 return p;
288} 338}
289 339
290/* This loads the first map an puts the player on it. */ 340void
291static void 341player::do_destroy ()
292set_first_map (object *op)
293{ 342{
294 strcpy (op->contr->maplevel, first_map_path); 343 disconnect ();
295 op->x = -1;
296 op->y = -1;
297 enter_exit (op, NULL);
298}
299 344
345 save (false);
346 enable_save = false;
347
348 attachable::do_destroy ();
349
350 terminate_all_pets (ob);
351
352 if (first_player != this)
353 {
354 player *prev = first_player;
355
356 while (prev && prev->next && prev->next != this)
357 prev = prev->next;
358
359 if (prev->next != this)
360 {
361 LOG (llevError, "Free_player: Can't find previous player.\n");
362 abort ();
363 }
364
365 prev->next = next;
366 }
367 else
368 first_player = next;
369
370 if (ob)
371 {
372 ob->destroy_inv (false);
373 ob->destroy ();
374 }
375}
376
377player::~player ()
378{
379 /* Clear item stack */
380 free (stack_items);
381}
382
300/* Tries to add player on the connection passwd in ns. 383/* Tries to add player on the connection passed in ns.
301 * All we can really get in this is some settings like host and display 384 * All we can really get in this is some settings like host and display
302 * mode. 385 * mode.
303 */ 386 */
304 387player *
305int 388player::create ()
306add_player (client_socket *ns)
307{ 389{
308 player *p = new player; 390 player *pl = new player;
309 391
310 p->socket = ns; 392 pl->set_object (arch_to_object (get_player_archetype (0)));
311 ns->pl = p;
312
313 p->next = first_player;
314 first_player = p;
315
316 p = get_player (p);
317
318 set_first_map (p->ob); 393 set_first_map (pl->ob);
319 394
320 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
321 add_friendly_object (p->ob);
322 send_rules (p->ob);
323 send_news (p->ob);
324 display_motd (p->ob);
325 get_name (p->ob);
326
327 return 0; 395 return pl;
328} 396}
329 397
330/* 398/*
331 * get_player_archetype() return next player archetype from archetype 399 * get_player_archetype() return next player archetype from archetype
332 * list. Not very efficient routine, but used only creating new players. 400 * list. Not very efficient routine, but used only creating new players.
341 { 409 {
342 if (at == NULL || at->next == NULL) 410 if (at == NULL || at->next == NULL)
343 at = first_archetype; 411 at = first_archetype;
344 else 412 else
345 at = at->next; 413 at = at->next;
414
346 if (at->clone.type == PLAYER) 415 if (at->clone.type == PLAYER)
347 return at; 416 return at;
417
348 if (at == start) 418 if (at == start)
349 { 419 {
350 LOG (llevError, "No Player archetypes\n"); 420 LOG (llevError, "No Player archetypes\n");
351 exit (-1); 421 exit (-1);
352 } 422 }
353 } 423 }
354} 424}
355 425
356
357object * 426object *
358get_nearest_player (object *mon) 427get_nearest_player (object *mon)
359{ 428{
360 object *op = NULL; 429 object *op = NULL;
361 player *pl = NULL;
362 objectlink *ol; 430 objectlink *ol;
363 unsigned lastdist; 431 unsigned lastdist;
364 rv_vector rv; 432 rv_vector rv;
365 433
366 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 434 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
398 { 466 {
399 op = ol->ob; 467 op = ol->ob;
400 lastdist = rv.distance; 468 lastdist = rv.distance;
401 } 469 }
402 } 470 }
403 for (pl = first_player; pl != NULL; pl = pl->next) 471
404 { 472 for_all_players (pl)
405 if (can_detect_enemy (mon, pl->ob, &rv)) 473 if (can_detect_enemy (mon, pl->ob, &rv))
406 {
407
408 if (lastdist > rv.distance) 474 if (lastdist > rv.distance)
409 { 475 {
410 op = pl->ob; 476 op = pl->ob;
411 lastdist = rv.distance; 477 lastdist = rv.distance;
412 } 478 }
413 } 479
414 }
415#if 0 480#if 0
416 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 481 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
417#endif 482#endif
418 return op; 483 return op;
419} 484}
437 * circling behaviour. Unfortunately, this function is also used to determined 502 * circling behaviour. Unfortunately, this function is also used to determined
438 * if the creature should cast a spell, so returning a direction in that case 503 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 504 * is probably not a good thing.
440 */ 505 */
441#define MAX_SPACES 50 506#define MAX_SPACES 50
442
443 507
444/* 508/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 509 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * modified to verify there is a path to the player. Does this by stepping towards 510 * modified to verify there is a path to the player. Does this by stepping towards
447 * player and if path is blocked then see if blockage is close enough to player that 511 * player and if path is blocked then see if blockage is close enough to player that
686 /* Need to set up the skill pointers */ 750 /* Need to set up the skill pointers */
687 link_player_skills (pl); 751 link_player_skills (pl);
688} 752}
689 753
690void 754void
691get_name (object *op)
692{
693 op->contr->write_buf[0] = '\0';
694 op->contr->state = ST_GET_NAME;
695 send_query (op->contr->socket, 0, "What is your name?\n:");
696}
697
698void
699get_password (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_PASSWORD;
703 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
704}
705
706void
707play_again (object *op)
708{
709 op->contr->state = ST_PLAY_AGAIN;
710 op->chosen_skill = NULL;
711 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
712 /* a bit of a hack, but there are various places early in th
713 * player creation process that a user can quit (eg, roll
714 * stats) that isn't removing the player. Taking a quick
715 * look, there are many places that call play_again without
716 * removing the player - it probably makes more sense
717 * to leave it to play_again to remove the object in all
718 * cases.
719 */
720 if (!QUERY_FLAG (op, FLAG_REMOVED))
721 op->remove ();
722 /* Need to set this to null - otherwise, it could point to garbage,
723 * and draw() doesn't check to see if the player is removed, only if
724 * the map is null or not swapped out.
725 */
726 op->map = NULL;
727}
728
729int
730receive_play_again (object *op, char key)
731{
732 if (key == 'q' || key == 'Q')
733 {
734 remove_friendly_object (op);
735 leave (op->contr, 0); /* ericserver will draw the message */
736 return 2;
737 }
738 else if (key == 'a' || key == 'A')
739 {
740 player *pl = op->contr;
741 shstr name = op->name;
742
743 op->contr = 0;
744 op->type = 0;
745 op->destroy (1);
746 pl = get_player (pl);
747 op = pl->ob;
748 add_friendly_object (op);
749 op->contr->password[0] = '~';
750 op->name = op->name_pl = 0;
751 /* Lets put a space in here */
752 new_draw_info (NDI_UNIQUE, 0, op, "\n");
753 get_name (op);
754 op->name = op->name_pl = name;
755 set_first_map (op);
756 }
757 else
758 /* user pressed something else so just ask again... */
759 play_again (op);
760
761 return 0;
762}
763
764void
765confirm_password (object *op)
766{
767
768 op->contr->write_buf[0] = '\0';
769 op->contr->state = ST_CONFIRM_PASSWORD;
770 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
771}
772
773void
774get_party_password (object *op, partylist *party) 755get_party_password (object *op, partylist *party)
775{ 756{
776 if (party == NULL) 757 if (party == NULL)
777 { 758 {
778 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 759 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
779 return; 760 return;
780 } 761 }
762
781 op->contr->write_buf[0] = '\0'; 763 op->contr->write_buf[0] = '\0';
782 op->contr->state = ST_GET_PARTY_PASSWORD; 764 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
783 op->contr->party_to_join = party; 765 op->contr->party_to_join = party;
784 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 766 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
785} 767}
786
787 768
788/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 769/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
789int 770static int
790roll_stat (void) 771roll_stat (void)
791{ 772{
792 int a[4], i, j, k; 773 int a[4], i, j, k;
793 774
794 for (i = 0; i < 4; i++) 775 for (i = 0; i < 4; i++)
797 for (i = 0, j = 0, k = 7; i < 4; i++) 778 for (i = 0, j = 0, k = 7; i < 4; i++)
798 if (a[i] < k) 779 if (a[i] < k)
799 k = a[i], j = i; 780 k = a[i], j = i;
800 781
801 for (i = 0, k = 0; i < 4; i++) 782 for (i = 0, k = 0; i < 4; i++)
802 {
803 if (i != j) 783 if (i != j)
804 k += a[i]; 784 k += a[i];
805 } 785
806 return k; 786 return k;
807} 787}
808 788
809void 789void
810roll_stats (object *op) 790object::roll_stats ()
811{ 791{
812 int sum = 0;
813 int i = 0, j = 0;
814 int statsort[7]; 792 int statsort [7];
815 793
816 do 794 for (;;)
817 {
818 op->stats.Str = roll_stat ();
819 op->stats.Dex = roll_stat ();
820 op->stats.Int = roll_stat ();
821 op->stats.Con = roll_stat ();
822 op->stats.Wis = roll_stat ();
823 op->stats.Pow = roll_stat ();
824 op->stats.Cha = roll_stat ();
825 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
826 } 795 {
827 while (sum < 82 || sum > 116); 796 int sum = 0;
797 for (int i = 7; i--; )
798 sum += statsort [i] = roll_stat ();
828 799
800 if (sum >= 82 && sum <= 116)
801 break;
802 }
803
829 /* Sort the stats so that rerolling is easier... */ 804 // Sort the stats so that rerolling is easier...
830 statsort[0] = op->stats.Str; 805 std::sort (statsort, statsort + 7, std::greater<int>());
831 statsort[1] = op->stats.Dex;
832 statsort[2] = op->stats.Int;
833 statsort[3] = op->stats.Con;
834 statsort[4] = op->stats.Wis;
835 statsort[5] = op->stats.Pow;
836 statsort[6] = op->stats.Cha;
837 806
838 /* a quick and dirty bubblesort? */
839 do
840 {
841 if (statsort[i] < statsort[i + 1])
842 {
843 j = statsort[i];
844 statsort[i] = statsort[i + 1];
845 statsort[i + 1] = j;
846 i = 0;
847 }
848 else
849 {
850 i++;
851 }
852 }
853 while (i < 6);
854
855 op->stats.Str = statsort[0]; 807 stats.Str = statsort[0];
856 op->stats.Dex = statsort[1]; 808 stats.Dex = statsort[1];
857 op->stats.Con = statsort[2]; 809 stats.Con = statsort[2];
858 op->stats.Int = statsort[3]; 810 stats.Int = statsort[3];
859 op->stats.Wis = statsort[4]; 811 stats.Wis = statsort[4];
860 op->stats.Pow = statsort[5]; 812 stats.Pow = statsort[5];
861 op->stats.Cha = statsort[6]; 813 stats.Cha = statsort[6];
862 814
863
864 op->contr->orig_stats.Str = op->stats.Str;
865 op->contr->orig_stats.Dex = op->stats.Dex;
866 op->contr->orig_stats.Int = op->stats.Int;
867 op->contr->orig_stats.Con = op->stats.Con;
868 op->contr->orig_stats.Wis = op->stats.Wis;
869 op->contr->orig_stats.Pow = op->stats.Pow;
870 op->contr->orig_stats.Cha = op->stats.Cha;
871
872 op->level = 1;
873 op->stats.exp = 0; 815 stats.exp = 0;
874 op->stats.ac = 0; 816 stats.ac = 0;
875 817
876 op->contr->levhp[1] = 9;
877 op->contr->levsp[1] = 6;
878 op->contr->levgrace[1] = 3;
879
880 fix_player (op);
881 op->stats.hp = op->stats.maxhp; 818 stats.hp = stats.maxhp;
882 op->stats.sp = op->stats.maxsp; 819 stats.sp = stats.maxsp;
883 op->stats.grace = op->stats.maxgrace; 820 stats.grace = stats.maxgrace;
821
822 if (contr)
823 {
824 contr->levhp[1] = 9;
825 contr->levsp[1] = 6;
826 contr->levgrace[1] = 3;
827
884 op->contr->orig_stats = op->stats; 828 contr->orig_stats = stats;
829 }
885} 830}
886 831
887void 832void
888Roll_Again (object *op) 833object::swap_stats (int a, int b)
889{ 834{
890 esrv_new_player (op->contr, 0); 835 int tmp = get_attr_value (&contr->orig_stats, a);
891 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 836 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
892 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 837 set_attr_value (&contr->orig_stats, b, tmp);
893}
894 838
895void 839 stats.Str = contr->orig_stats.Str;
896Swap_Stat (object *op, int Swap_Second) 840 stats.Dex = contr->orig_stats.Dex;
841 stats.Con = contr->orig_stats.Con;
842 stats.Int = contr->orig_stats.Int;
843 stats.Wis = contr->orig_stats.Wis;
844 stats.Pow = contr->orig_stats.Pow;
845 stats.Cha = contr->orig_stats.Cha;
846
847 //TODO: the following code looks so borked and should, at the very least,
848 // be merged with the similar code in roll_stats
849 stats.ac = 0;
850
851 level = 1;
852 stats.exp = 0;
853 stats.ac = 0;
854
855 stats.hp = stats.maxhp;
856 stats.sp = stats.maxsp;
857 stats.grace = stats.maxgrace;
858
859 if (contr)
860 {
861 contr->levhp[1] = 9;
862 contr->levsp[1] = 6;
863 contr->levgrace[1] = 3;
864
865 contr->orig_stats = stats;
866 }
867}
868
869static void
870start_info (object *op)
897{ 871{
898 signed char tmp;
899 char buf[MAX_BUF]; 872 char buf[MAX_BUF];
900 873
901 if (op->contr->Swap_First == -1) 874 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
902 {
903 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
904 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
905 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
906 return;
907 }
908
909 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
910
911 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
912
913 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
914
915 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
916 new_draw_info (NDI_UNIQUE, 0, op, buf); 875 new_draw_info (NDI_UNIQUE, 0, op, buf);
917 op->stats.Str = op->contr->orig_stats.Str; 876 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
918 op->stats.Dex = op->contr->orig_stats.Dex;
919 op->stats.Con = op->contr->orig_stats.Con;
920 op->stats.Int = op->contr->orig_stats.Int;
921 op->stats.Wis = op->contr->orig_stats.Wis;
922 op->stats.Pow = op->contr->orig_stats.Pow;
923 op->stats.Cha = op->contr->orig_stats.Cha;
924 op->stats.ac = 0;
925
926 op->level = 1;
927 op->stats.exp = 0;
928 op->stats.ac = 0;
929
930 op->contr->levhp[1] = 9;
931 op->contr->levsp[1] = 6;
932 op->contr->levgrace[1] = 3;
933
934 fix_player (op);
935 op->stats.hp = op->stats.maxhp;
936 op->stats.sp = op->stats.maxsp;
937 op->stats.grace = op->stats.maxgrace;
938 op->contr->orig_stats = op->stats;
939 op->contr->Swap_First = -1;
940}
941
942
943/* This code has been greatly reduced, because with set_attr_value
944 * and get_attr_value, the stats can be accessed just numeric
945 * ids. stat_trans is a table that translate the number entered
946 * into the actual stat. It is needed because the order the stats
947 * are displayed in the stat window is not the same as how
948 * the number's access that stat. The table does that translation.
949 */
950int
951key_roll_stat (object *op, char key)
952{
953 int keynum = key - '0';
954 char buf[MAX_BUF];
955 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
956
957 if (keynum > 0 && keynum <= 7)
958 {
959 if (op->contr->Swap_First == -1)
960 {
961 op->contr->Swap_First = stat_trans[keynum];
962 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
963 new_draw_info (NDI_UNIQUE, 0, op, buf); 877 //new_draw_info (NDI_UNIQUE, 0, op, " ");
964 }
965 else
966 Swap_Stat (op, stat_trans[keynum]);
967
968 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
969 return 1;
970 }
971 switch (key)
972 {
973 case 'n':
974 case 'N':
975 {
976 SET_FLAG (op, FLAG_WIZ);
977 if (op->map == NULL)
978 {
979 LOG (llevError, "Map == NULL in state 2\n");
980 break;
981 }
982
983#if 0
984 /* So that enter_exit will put us at startx/starty */
985 op->x = -1;
986
987 enter_exit (op, NULL);
988#endif
989 SET_ANIMATION (op, 2); /* So player faces south */
990 /* Enter exit adds a player otherwise */
991 add_statbonus (op);
992 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
993 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
994 op->contr->state = ST_CHANGE_CLASS;
995 if (op->msg)
996 new_draw_info (NDI_BLUE, 0, op, op->msg);
997 return 0;
998 }
999 case 'y':
1000 case 'Y':
1001 roll_stats (op);
1002 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1003 return 1;
1004
1005 case 'q':
1006 case 'Q':
1007 play_again (op);
1008 return 1;
1009
1010 default:
1011 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1012 return 0;
1013 }
1014 return 0;
1015} 878}
1016 879
1017/* This function takes the key that is passed, and does the 880/* This function takes the key that is passed, and does the
1018 * appropriate action with it (change race, or other things). 881 * appropriate action with it (change race, or other things).
1019 * The function name is for historical reasons - now we have 882 * The function name is for historical reasons - now we have
1020 * separate race and class; this actually changes the RACE, 883 * separate race and class; this actually changes the RACE,
1021 * not the class. 884 * not the class.
1022 */ 885 */
1023
1024int 886int
1025key_change_class (object *op, char key) 887key_change_class (object *op, char key)
1026{ 888{
1027 int tmp_loop; 889 int tmp_loop;
1028 890
1029 if (key == 'q' || key == 'Q')
1030 {
1031 op->remove ();
1032 play_again (op);
1033 return 0;
1034 }
1035 if (key == 'd' || key == 'D') 891 if (key == 'd' || key == 'D')
1036 { 892 {
1037 char buf[MAX_BUF]; 893 char buf[MAX_BUF];
1038 894
1039 /* this must before then initial items are given */ 895 /* this must before then initial items are given */
1044 create_treasure (tl, op, 0, 0, 0); 900 create_treasure (tl, op, 0, 0, 0);
1045 901
1046 INVOKE_PLAYER (BIRTH, op->contr); 902 INVOKE_PLAYER (BIRTH, op->contr);
1047 INVOKE_PLAYER (LOGIN, op->contr); 903 INVOKE_PLAYER (LOGIN, op->contr);
1048 904
1049 op->contr->state = ST_PLAYING; 905 op->contr->ns->state = ST_PLAYING;
1050 906
1051 if (op->msg) 907 if (op->msg)
1052 op->msg = NULL; 908 op->msg = NULL;
1053 909
1054 /* We create this now because some of the unique maps will need it 910 /* We create this now because some of the unique maps will need it
1063 start_info (op); 919 start_info (op);
1064 CLEAR_FLAG (op, FLAG_WIZ); 920 CLEAR_FLAG (op, FLAG_WIZ);
1065 give_initial_items (op, op->randomitems); 921 give_initial_items (op, op->randomitems);
1066 link_player_skills (op); 922 link_player_skills (op);
1067 esrv_send_inventory (op, op); 923 esrv_send_inventory (op, op);
1068 fix_player (op); 924 op->update_stats ();
1069 925
1070 /* This moves the player to a different start map, if there 926 /* This moves the player to a different start map, if there
1071 * is one for this race 927 * is one for this race
1072 */ 928 */
1073 if (*first_map_ext_path) 929 if (*first_map_ext_path)
1078 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 934 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1079 tmp = object::create (); 935 tmp = object::create ();
1080 EXIT_PATH (tmp) = mapname; 936 EXIT_PATH (tmp) = mapname;
1081 EXIT_X (tmp) = op->x; 937 EXIT_X (tmp) = op->x;
1082 EXIT_Y (tmp) = op->y; 938 EXIT_Y (tmp) = op->y;
1083 enter_exit (op, tmp); /* we don't really care if it succeeded; 939 op->enter_exit (tmp); /* we don't really care if it succeeded;
1084 * if the map isn't there, then stay on the 940 * if the map isn't there, then stay on the
1085 * default initial map */ 941 * default initial map */
1086 tmp->destroy (); 942 tmp->destroy ();
1087 } 943 }
1088 else 944 else
1089 {
1090 LOG (llevDebug, "first_map_ext_path not set\n"); 945 LOG (llevDebug, "first_map_ext_path not set\n");
1091 } 946
1092 return 0; 947 return 0;
1093 } 948 }
1094 949
1095 /* Following actually changes the race - this is the default command 950 /* Following actually changes the race - this is the default command
1096 * if we don't match with one of the options above. 951 * if we don't match with one of the options above.
1100 while (!tmp_loop) 955 while (!tmp_loop)
1101 { 956 {
1102 shstr name = op->name; 957 shstr name = op->name;
1103 int x = op->x, y = op->y; 958 int x = op->x, y = op->y;
1104 959
1105 remove_statbonus (op); 960 op->remove_statbonus ();
1106 op->remove (); 961 op->remove ();
1107 op->arch = get_player_archetype (op->arch); 962 op->arch = get_player_archetype (op->arch);
1108 op->arch->clone.copy_to (op); 963 op->arch->clone.copy_to (op);
1109 op->instantiate (); 964 op->instantiate ();
1110 op->stats = op->contr->orig_stats; 965 op->stats = op->contr->orig_stats;
1112 op->x = x; 967 op->x = x;
1113 op->y = y; 968 op->y = y;
1114 SET_ANIMATION (op, 2); /* So player faces south */ 969 SET_ANIMATION (op, 2); /* So player faces south */
1115 insert_ob_in_map (op, op->map, op, 0); 970 insert_ob_in_map (op, op->map, op, 0);
1116 assign (op->contr->title, op->arch->clone.name); 971 assign (op->contr->title, op->arch->clone.name);
1117 add_statbonus (op); 972 op->add_statbonus ();
1118 tmp_loop = allowed_class (op); 973 tmp_loop = allowed_class (op);
1119 } 974 }
1120 975
1121 update_object (op, UP_OBJ_FACE); 976 update_object (op, UP_OBJ_FACE);
1122 esrv_update_item (UPD_FACE, op, op); 977 esrv_update_item (UPD_FACE, op, op);
1123 fix_player (op); 978 op->update_stats ();
1124 op->stats.hp = op->stats.maxhp; 979 op->stats.hp = op->stats.maxhp;
1125 op->stats.sp = op->stats.maxsp; 980 op->stats.sp = op->stats.maxsp;
1126 op->stats.grace = 0; 981 op->stats.grace = 0;
1127 982
1128 if (op->msg) 983 if (op->msg)
1129 new_draw_info (NDI_BLUE, 0, op, op->msg); 984 new_draw_info (NDI_BLUE, 0, op, op->msg);
1130 985
1131 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 986 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1132 return 0; 987 return 0;
1133} 988}
1134 989
1135int 990int
1136key_confirm_quit (object *op, char key) 991key_confirm_quit (object *op, char key)
1137{ 992{
1138 char buf[MAX_BUF];
1139
1140 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 993 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1141 { 994 {
1142 op->contr->state = ST_PLAYING; 995 op->contr->ns->state = ST_PLAYING;
1143 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 996 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1144 return 1; 997 return 1;
1145 } 998 }
1146 999
1147 INVOKE_PLAYER (LOGOUT, op->contr); 1000 INVOKE_PLAYER (LOGOUT, op->contr);
1148 INVOKE_PLAYER (QUIT, op->contr); 1001 INVOKE_PLAYER (QUIT, op->contr);
1149 1002
1003 op->contr->enable_save = false;
1004
1150 terminate_all_pets (op); 1005 terminate_all_pets (op);
1151 leave_map (op); 1006 op->remove ();
1152 op->direction = 0; 1007 op->direction = 0;
1153 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 1008 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1154 1009
1155 strcpy (op->contr->killer, "quit"); 1010 strcpy (op->contr->killer, "quit");
1156 check_score (op); 1011 check_score (op);
1157 op->contr->party = NULL; 1012 op->contr->party = 0;
1158 if (settings.set_title == TRUE)
1159 op->contr->own_title[0] = '\0'; 1013 op->contr->own_title[0] = '\0';
1014 op->contr->destroy ();
1160 1015
1161 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1162 {
1163 maptile *mp, *next;
1164
1165 /* We need to hunt for any per player unique maps in memory and
1166 * get rid of them. The trailing slash in the path is intentional,
1167 * so that players named 'Ab' won't match against players 'Abe' pathname
1168 */
1169 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1170 for (mp = first_map; mp != NULL; mp = next)
1171 {
1172 next = mp->next;
1173 if (!strncmp (mp->path, buf, strlen (buf)))
1174 delete_map (mp);
1175 }
1176
1177 delete_character (op->name, 1);
1178 }
1179
1180 play_again (op);
1181 return 1; 1016 return 1;
1182} 1017}
1183 1018
1184void 1019void
1185flee_player (object *op) 1020flee_player (object *op)
1216 { 1051 {
1217 op->enemy = NULL; 1052 op->enemy = NULL;
1218 CLEAR_FLAG (op, FLAG_SCARED); 1053 CLEAR_FLAG (op, FLAG_SCARED);
1219 return; 1054 return;
1220 } 1055 }
1056
1221 get_rangevector (op, op->enemy, &rv, 0); 1057 get_rangevector (op, op->enemy, &rv, 0);
1222 1058
1223 dir = absdir (4 + rv.direction); 1059 dir = absdir (4 + rv.direction);
1224 for (diff = 0; diff < 3; diff++) 1060 for (diff = 0; diff < 3; diff++)
1225 { 1061 {
1226 int m = 1 - (RANDOM () & 2); 1062 int m = 1 - (RANDOM () & 2);
1227 1063
1228 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1064 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1229 {
1230 return; 1065 return;
1231 }
1232 } 1066 }
1067
1233 /* Cornered, get rid of scared */ 1068 /* Cornered, get rid of scared */
1234 CLEAR_FLAG (op, FLAG_SCARED); 1069 CLEAR_FLAG (op, FLAG_SCARED);
1235 op->enemy = NULL; 1070 op->enemy = NULL;
1236} 1071}
1237 1072
1323 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1158 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1324 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1159 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1325 else 1160 else
1326 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1161 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1327 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1162 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1163
1328 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1164 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1329
1330 sprintf (putstring, "...flags: ");
1331 for (k = 0; k < 4; k++)
1332 {
1333 for (j = 0; j < 32; j++)
1334 {
1335 if ((tmp->flags[k] >> j) & 0x01)
1336 {
1337 sprintf (tmpstr, "%d ", k * 32 + j);
1338 strcat (putstring, tmpstr);
1339 }
1340 }
1341 }
1342 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1343
1344#if 0
1345 /* print the flags too */
1346 for (k = 0; k < 4; k++)
1347 {
1348 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1349 for (j = 0; j < 32; j++)
1350 {
1351 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1352 if (!((j + 1) % 4))
1353 fprintf (stderr, " ");
1354 }
1355 fprintf (stderr, " [%d]\n", k * 32);
1356 }
1357#endif
1358 } 1165 }
1166
1359 /* philosophy: 1167 /* philosophy:
1360 * It's easy to grab an item type from a pile, as long as it's 1168 * It's easy to grab an item type from a pile, as long as it's
1361 * generic. This takes no game-time. For more detailed pickups 1169 * generic. This takes no game-time. For more detailed pickups
1362 * and selections, select-items shoul dbe used. This is a 1170 * and selections, select-items should be used. This is a
1363 * grab-as-you-run type mode that's really useful for arrows for 1171 * grab-as-you-run type mode that's really useful for arrows for
1364 * example. 1172 * example.
1365 * The drawback: right now it has no frontend, so you need to 1173 * The drawback: right now it has no frontend, so you need to
1366 * stick the bits you want into a calculator in hex mode and then 1174 * stick the bits you want into a calculator in hex mode and then
1367 * convert to decimal and then 'pickup <#> 1175 * convert to decimal and then 'pickup <#>
1793 if (!dir) 1601 if (!dir)
1794 { 1602 {
1795 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1603 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1796 return 0; 1604 return 0;
1797 } 1605 }
1606
1798 if (op->type == PLAYER) 1607 if (op->type == PLAYER)
1799 bow = op->contr->ranges[range_bow]; 1608 bow = op->contr->ranges[range_bow];
1800 else 1609 else
1801 { 1610 {
1802 for (bow = op->inv; bow; bow = bow->below) 1611 for (bow = op->inv; bow; bow = bow->below)
1810 { 1619 {
1811 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1620 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1812 return 0; 1621 return 0;
1813 } 1622 }
1814 } 1623 }
1624
1815 if (!bow->race || !bow->skill) 1625 if (!bow->race || !bow->skill)
1816 { 1626 {
1817 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1627 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1818 return 0; 1628 return 0;
1819 } 1629 }
1821 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1631 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1822 1632
1823 /* penalize ROF for bestarrow */ 1633 /* penalize ROF for bestarrow */
1824 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1634 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1825 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1635 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1636
1826 if (bowspeed < 1) 1637 if (bowspeed < 1)
1827 bowspeed = 1; 1638 bowspeed = 1;
1828 1639
1829 if (arrow == NULL) 1640 if (arrow == NULL)
1830 { 1641 {
1836 else 1647 else
1837 CLEAR_FLAG (op, FLAG_READY_BOW); 1648 CLEAR_FLAG (op, FLAG_READY_BOW);
1838 return 0; 1649 return 0;
1839 } 1650 }
1840 } 1651 }
1652
1841 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1653 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1842 if (mflags & P_OUT_OF_MAP) 1654 if (mflags & P_OUT_OF_MAP)
1843 {
1844 return 0; 1655 return 0;
1845 } 1656
1846 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1657 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1847 { 1658 {
1848 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1659 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1849 return 0; 1660 return 0;
1850 } 1661 }
1856 return 0; 1667 return 0;
1857 } 1668 }
1858 1669
1859 left = arrow; /* these are arrows left to the player */ 1670 left = arrow; /* these are arrows left to the player */
1860 arrow = get_split_ob (arrow, 1); 1671 arrow = get_split_ob (arrow, 1);
1861 if (arrow == NULL) 1672 if (!arrow)
1862 { 1673 {
1863 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1674 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1864 return 0; 1675 return 0;
1865 } 1676 }
1677
1866 arrow->set_owner (op); 1678 arrow->set_owner (op);
1867 arrow->skill = bow->skill; 1679 arrow->skill = bow->skill;
1868
1869 arrow->direction = dir; 1680 arrow->direction = dir;
1870 arrow->x = sx;
1871 arrow->y = sy;
1872 1681
1873 if (op->type == PLAYER) 1682 if (op->type == PLAYER)
1874 { 1683 {
1875 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1684 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1876 fix_player (op); 1685 op->update_stats ();
1877 } 1686 }
1878 1687
1879 SET_ANIMATION (arrow, arrow->direction); 1688 SET_ANIMATION (arrow, arrow->direction);
1880 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1689 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1881 arrow->stats.hp = arrow->stats.dam; 1690 arrow->stats.hp = arrow->stats.dam;
1891 1700
1892 /* update the speed */ 1701 /* update the speed */
1893 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1702 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1894 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1703 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1895 1704
1896 if (arrow->speed < 1.0) 1705 arrow->set_speed (max (arrow->speed, 1.0));
1897 arrow->speed = 1.0;
1898 update_ob_speed (arrow);
1899 arrow->speed_left = 0; 1706 arrow->speed_left = 0;
1900 1707
1901 if (op->type == PLAYER) 1708 if (op->type == PLAYER)
1902 { 1709 {
1903 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1710 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1913 } 1720 }
1914 1721
1915 if (arrow->attacktype == AT_PHYSICAL) 1722 if (arrow->attacktype == AT_PHYSICAL)
1916 arrow->attacktype |= bow->attacktype; 1723 arrow->attacktype |= bow->attacktype;
1917 1724
1918 if (bow->slaying != NULL) 1725 if (bow->slaying)
1919 arrow->slaying = bow->slaying; 1726 arrow->slaying = bow->slaying;
1920 1727
1921 arrow->map = m;
1922 arrow->move_type = MOVE_FLY_LOW; 1728 arrow->move_type = MOVE_FLY_LOW;
1923 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1924 1730
1925 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1731 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1926 insert_ob_in_map (arrow, m, op, 0); 1732 m->insert (arrow, sx, sy, op);
1927 1733
1928 if (!arrow->destroyed ()) 1734 if (!arrow->destroyed ())
1929 move_arrow (arrow); 1735 move_arrow (arrow);
1930 1736
1931 if (op->type == PLAYER) 1737 if (op->type == PLAYER)
1957 } 1763 }
1958 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1764 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1959 { 1765 {
1960 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1766 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1961 wcmod = -1; 1767 wcmod = -1;
1768
1962 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1769 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1963 } 1770 }
1964 else if (op->contr->bowtype == bow_threewide) 1771 else if (op->contr->bowtype == bow_threewide)
1965 { 1772 {
1966 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1773 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2036 1843
2037 if (item->arch) 1844 if (item->arch)
2038 { 1845 {
2039 CLEAR_FLAG (item, FLAG_ANIMATE); 1846 CLEAR_FLAG (item, FLAG_ANIMATE);
2040 item->face = item->arch->clone.face; 1847 item->face = item->arch->clone.face;
2041 item->speed = 0; 1848 item->set_speed (0);
2042 update_ob_speed (item);
2043 } 1849 }
1850
2044 if ((tmp = is_player_inv (item))) 1851 if ((tmp = item->in_player ()))
2045 esrv_update_item (UPD_ANIM, tmp, item); 1852 esrv_update_item (UPD_ANIM, tmp, item);
2046 } 1853 }
2047 } 1854 }
2048 else if (item->type == ROD || item->type == HORN) 1855 else if (item->type == ROD || item->type == HORN)
2049 {
2050 drain_rod_charge (item); 1856 drain_rod_charge (item);
2051 }
2052 } 1857 }
2053} 1858}
2054 1859
2055/* Received a fire command for the player - go and do it. 1860/* Received a fire command for the player - go and do it.
2056 */ 1861 */
2199 * 0 otherwise 2004 * 0 otherwise
2200 */ 2005 */
2201static int 2006static int
2202player_attack_door (object *op, object *door) 2007player_attack_door (object *op, object *door)
2203{ 2008{
2204
2205 /* If its a door, try to find a use a key. If we do destroy the door, 2009 /* If its a door, try to find a use a key. If we do destroy the door,
2206 * might as well return immediately as there is nothing more to do - 2010 * might as well return immediately as there is nothing more to do -
2207 * otherwise, we fall through to the rest of the code. 2011 * otherwise, we fall through to the rest of the code.
2208 */ 2012 */
2209 object *key = find_key (op, op, door); 2013 object *key = find_key (op, op, door);
2247 * It should keep the code cleaner. 2051 * It should keep the code cleaner.
2248 * When this is called, the players direction has been updated 2052 * When this is called, the players direction has been updated
2249 * (taking into account confusion.) The player is also actually 2053 * (taking into account confusion.) The player is also actually
2250 * going to try and move (not fire weapons). 2054 * going to try and move (not fire weapons).
2251 */ 2055 */
2252
2253void 2056void
2254move_player_attack (object *op, int dir) 2057move_player_attack (object *op, int dir)
2255{ 2058{
2256 object *tmp, *mon; 2059 object *tmp, *mon;
2257 sint16 nx, ny; 2060 sint16 nx, ny;
2259 maptile *m; 2062 maptile *m;
2260 2063
2261 nx = freearr_x[dir] + op->x; 2064 nx = freearr_x[dir] + op->x;
2262 ny = freearr_y[dir] + op->y; 2065 ny = freearr_y[dir] + op->y;
2263 2066
2264 on_battleground = op_on_battleground (op, NULL, NULL); 2067 on_battleground = op_on_battleground (op, 0, 0);
2265 2068
2266 /* If braced, or can't move to the square, and it is not out of the 2069 /* If braced, or can't move to the square, and it is not out of the
2267 * map, attack it. Note order of if statement is important - don't 2070 * map, attack it. Note order of if statement is important - don't
2268 * want to be calling move_ob if braced, because move_ob will move the 2071 * want to be calling move_ob if braced, because move_ob will move the
2269 * player. This is a pretty nasty hack, because if we could 2072 * player. This is a pretty nasty hack, because if we could
2281 return; /* Don't think this should happen */ 2084 return; /* Don't think this should happen */
2282 } 2085 }
2283 else 2086 else
2284 m = op->map; 2087 m = op->map;
2285 2088
2286 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2089 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2287 { 2090 {
2288 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2091 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2289 return; 2092 return;
2290 } 2093 }
2291 2094
2292 mon = NULL; 2095 mon = 0;
2293 /* Go through all the objects, and find ones of interest. Only stop if 2096 /* Go through all the objects, and find ones of interest. Only stop if
2294 * we find a monster - that is something we know we want to attack. 2097 * we find a monster - that is something we know we want to attack.
2295 * if its a door or barrel (can roll) see if there may be monsters 2098 * if its a door or barrel (can roll) see if there may be monsters
2296 * on the space 2099 * on the space
2297 */ 2100 */
2298 while (tmp != NULL) 2101 while (tmp)
2299 { 2102 {
2300 if (tmp == op) 2103 if (tmp == op)
2301 { 2104 {
2302 tmp = tmp->above; 2105 tmp = tmp->above;
2303 continue; 2106 continue;
2313 mon = tmp; 2116 mon = tmp;
2314 2117
2315 tmp = tmp->above; 2118 tmp = tmp->above;
2316 } 2119 }
2317 2120
2318 if (mon == NULL) /* This happens anytime the player tries to move */ 2121 if (!mon) /* This happens anytime the player tries to move */
2319 return; /* into a wall */ 2122 return; /* into a wall */
2320 2123
2321 if (mon->head != NULL) 2124 if (mon->head)
2322 mon = mon->head; 2125 mon = mon->head;
2323 2126
2324 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2127 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2325 if (player_attack_door (op, mon)) 2128 if (player_attack_door (op, mon))
2326 return; 2129 return;
2363 * attack them either. 2166 * attack them either.
2364 */ 2167 */
2365 if ((mon->type == PLAYER || mon->enemy != op) && 2168 if ((mon->type == PLAYER || mon->enemy != op) &&
2366 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2169 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2367#ifdef PROHIBIT_PLAYERKILL 2170#ifdef PROHIBIT_PLAYERKILL
2368 (op->contr->peaceful 2171 (op->contr->peaceful
2369 || (mon->type == PLAYER 2172 || (mon->type == PLAYER
2370 && mon->contr-> 2173 && mon->contr->
2371 peaceful)) && 2174 peaceful)) &&
2372#else 2175#else
2373 op->contr->peaceful && 2176 op->contr->peaceful &&
2374#endif 2177#endif
2375 !on_battleground)) 2178 !on_battleground))
2376 { 2179 {
2377 if (!op->contr->braced) 2180 if (!op->contr->braced)
2378 { 2181 {
2379 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2182 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2380 (void) push_ob (mon, dir, op); 2183 (void) push_ob (mon, dir, op);
2381 } 2184 }
2382 else 2185 else
2383 {
2384 new_draw_info (0, 0, op, "You withhold your attack"); 2186 new_draw_info (0, 0, op, "You withhold your attack");
2385 } 2187
2386 if (op->contr->tmp_invis || op->hide) 2188 if (op->contr->tmp_invis || op->hide)
2387 make_visible (op); 2189 make_visible (op);
2388 } 2190 }
2389 2191
2390 /* If the object is a boulder or other rollable object, then 2192 /* If the object is a boulder or other rollable object, then
2418 op->speed_left += op->speed / op->contr->weapon_sp; 2220 op->speed_left += op->speed / op->contr->weapon_sp;
2419 2221
2420 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2222 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2421 } 2223 }
2422 2224
2423 skill_attack (mon, op, 0, NULL, NULL); 2225 skill_attack (mon, op, 0, 0, 0);
2424 2226
2425 /* If attacking another player, that player gets automatic 2227 /* If attacking another player, that player gets automatic
2426 * hitback, and doesn't loose luck either. 2228 * hitback, and doesn't loose luck either.
2427 * Disable hitback on the battleground or if the target is 2229 * Disable hitback on the battleground or if the target is
2428 * the wiz. 2230 * the wiz.
2430 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2232 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2431 { 2233 {
2432 short luck = mon->stats.luck; 2234 short luck = mon->stats.luck;
2433 2235
2434 mon->contr->has_hit = 1; 2236 mon->contr->has_hit = 1;
2435 skill_attack (op, mon, 0, NULL, NULL); 2237 skill_attack (op, mon, 0, 0, 0);
2436 mon->stats.luck = luck; 2238 mon->stats.luck = luck;
2437 } 2239 }
2240
2438 if (action_makes_visible (op)) 2241 if (action_makes_visible (op))
2439 make_visible (op); 2242 make_visible (op);
2440 } 2243 }
2441 } /* if player should attack something */ 2244 } /* if player should attack something */
2442} 2245}
2477 2280
2478 /* Add special check for newcs players and fire on - this way, the 2281 /* Add special check for newcs players and fire on - this way, the
2479 * server can handle repeat firing. 2282 * server can handle repeat firing.
2480 */ 2283 */
2481 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2284 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2482 {
2483 op->direction = dir; 2285 op->direction = dir;
2484 }
2485 else 2286 else
2486 {
2487 op->direction = 0; 2287 op->direction = 0;
2488 } 2288
2489 /* Update how the player looks. Use the facing, so direction may 2289 /* Update how the player looks. Use the facing, so direction may
2490 * get reset to zero. This allows for full animation capabilities 2290 * get reset to zero. This allows for full animation capabilities
2491 * for players. 2291 * for players.
2492 */ 2292 */
2493 animate_object (op, op->facing); 2293 animate_object (op, op->facing);
2545 2345
2546 /* call this here - we also will call this in do_ericserver, but 2346 /* call this here - we also will call this in do_ericserver, but
2547 * the players time has been increased when doericserver has been 2347 * the players time has been increased when doericserver has been
2548 * called, so we recheck it here. 2348 * called, so we recheck it here.
2549 */ 2349 */
2550 HandleClient (op->contr->socket, op->contr); 2350 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2351 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2352 ;
2353
2551 if (op->speed_left < 0) 2354 if (op->speed_left < 0)
2552 return 0; 2355 return 0;
2553 2356
2554 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2357 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2555 { 2358 {
2592 op->stats.hp = op->stats.maxhp; 2395 op->stats.hp = op->stats.maxhp;
2593 2396
2594 if (op->stats.food < 0) 2397 if (op->stats.food < 0)
2595 op->stats.food = 999; 2398 op->stats.food = 999;
2596 2399
2597 fix_player (op); 2400 op->update_stats ();
2598 return 1; 2401 return 1;
2599 } 2402 }
2600 2403
2601 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2404 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2602 CLEAR_FLAG (op, FLAG_LIFESAVE); 2405 CLEAR_FLAG (op, FLAG_LIFESAVE);
2614{ 2417{
2615 object *next; 2418 object *next;
2616 2419
2617 while (op) 2420 while (op)
2618 { 2421 {
2619 next = op->below; /* Make sure we have a good value, in case 2422 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2620 * we remove object 'op' 2423
2621 */
2622 if (QUERY_FLAG (op, FLAG_UNPAID)) 2424 if (QUERY_FLAG (op, FLAG_UNPAID))
2623 { 2425 {
2624 op->remove ();
2625 op->x = env->x;
2626 op->y = env->y;
2627 if (env->type == PLAYER) 2426 if (env->type == PLAYER)
2628 esrv_del_item (env->contr, op->count); 2427 esrv_del_item (env->contr, op->count);
2629 insert_ob_in_map (op, env->map, NULL, 0); 2428
2429 op->insert_at (env);
2630 } 2430 }
2631 else if (op->inv) 2431 else if (op->inv)
2632 remove_unpaid_objects (op->inv, env); 2432 remove_unpaid_objects (op->inv, env);
2633 2433
2634 op = next; 2434 op = next;
2635 } 2435 }
2636} 2436}
2637
2638 2437
2639/* 2438/*
2640 * Returns pointer a static string containing gravestone text 2439 * Returns pointer a static string containing gravestone text
2641 * Moved from apply.c to player.c - player.c is what 2440 * Moved from apply.c to player.c - player.c is what
2642 * actually uses this function. player.c may not be quite the 2441 * actually uses this function. player.c may not be quite the
2676 strncat (buf2, " ", 20 - strlen (buf) / 2); 2475 strncat (buf2, " ", 20 - strlen (buf) / 2);
2677 strcat (buf2, buf); 2476 strcat (buf2, buf);
2678 2477
2679 return buf2; 2478 return buf2;
2680} 2479}
2681
2682
2683 2480
2684void 2481void
2685do_some_living (object *op) 2482do_some_living (object *op)
2686{ 2483{
2687 int last_food = op->stats.food; 2484 int last_food = op->stats.food;
2696 const int max_grace = 1; 2493 const int max_grace = 1;
2697 2494
2698 if (op->contr->outputs_sync) 2495 if (op->contr->outputs_sync)
2699 { 2496 {
2700 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2497 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2701 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2498 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2702 flush_output_element (op, &op->contr->outputs[i]); 2499 flush_output_element (op, &op->contr->outputs[i]);
2703 } 2500 }
2704 2501
2705 if (op->contr->state == ST_PLAYING) 2502 if (op->contr->ns->state == ST_PLAYING)
2706 { 2503 {
2707
2708 /* these next three if clauses make it possible to SLOW DOWN 2504 /* these next three if clauses make it possible to SLOW DOWN
2709 hp/grace/spellpoint regeneration. */ 2505 hp/grace/spellpoint regeneration. */
2710 if (op->contr->gen_hp >= 0) 2506 if (op->contr->gen_hp >= 0)
2711 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2507 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2712 else 2508 else
2713 { 2509 {
2714 gen_hp = op->stats.maxhp; 2510 gen_hp = op->stats.maxhp;
2715 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2511 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2716 } 2512 }
2513
2717 if (op->contr->gen_sp >= 0) 2514 if (op->contr->gen_sp >= 0)
2718 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2515 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2719 else 2516 else
2720 { 2517 {
2721 gen_sp = op->stats.maxsp; 2518 gen_sp = op->stats.maxsp;
2722 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2519 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2723 } 2520 }
2521
2724 if (op->contr->gen_grace >= 0) 2522 if (op->contr->gen_grace >= 0)
2725 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2523 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2726 else 2524 else
2727 { 2525 {
2728 gen_grace = op->stats.maxgrace; 2526 gen_grace = op->stats.maxgrace;
2744 op->stats.food += op->contr->digestion; 2542 op->stats.food += op->contr->digestion;
2745 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2543 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2746 op->stats.food = last_food; 2544 op->stats.food = last_food;
2747 } 2545 }
2748 } 2546 }
2547
2749 if (max_sp > 1) 2548 if (max_sp > 1)
2750 { 2549 {
2751 over_sp = (gen_sp + 10) / rate_sp; 2550 over_sp = (gen_sp + 10) / rate_sp;
2752 if (over_sp > 0) 2551 if (over_sp > 0)
2753 { 2552 {
2754 if (op->stats.sp < op->stats.maxsp) 2553 if (op->stats.sp < op->stats.maxsp)
2755 { 2554 {
2756 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2555 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2556
2757 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2557 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2758 op->stats.sp--; 2558 op->stats.sp--;
2559
2759 if (op->stats.sp > op->stats.maxsp) 2560 if (op->stats.sp > op->stats.maxsp)
2760 op->stats.sp = op->stats.maxsp; 2561 op->stats.sp = op->stats.maxsp;
2761 } 2562 }
2762 op->last_sp = 0; 2563 op->last_sp = 0;
2763 } 2564 }
2764 else 2565 else
2765 {
2766 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2566 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2767 }
2768 } 2567 }
2769 else 2568 else
2770 {
2771 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2569 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2772 }
2773 } 2570 }
2774 2571
2775 /* Regenerate Grace */ 2572 /* Regenerate Grace */
2776 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2573 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2777 if (--op->last_grace < 0) 2574 if (--op->last_grace < 0)
2778 { 2575 {
2779 if (op->stats.grace < op->stats.maxgrace / 2) 2576 if (op->stats.grace < op->stats.maxgrace / 2)
2780 op->stats.grace++; /* no penalty in food for regaining grace */ 2577 op->stats.grace++; /* no penalty in food for regaining grace */
2578
2781 if (max_grace > 1) 2579 if (max_grace > 1)
2782 { 2580 {
2783 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2581 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2784 if (over_grace > 0) 2582 if (over_grace > 0)
2785 { 2583 {
2813 op->stats.food += op->contr->digestion; 2611 op->stats.food += op->contr->digestion;
2814 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2612 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2815 op->stats.food = last_food; 2613 op->stats.food = last_food;
2816 } 2614 }
2817 } 2615 }
2616
2818 if (max_hp > 1) 2617 if (max_hp > 1)
2819 { 2618 {
2820 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2619 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2821 if (over_hp > 0) 2620 if (over_hp > 0)
2822 { 2621 {
2846 2645
2847 if (op->contr->gen_hp > 0) 2646 if (op->contr->gen_hp > 0)
2848 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2647 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2849 else 2648 else
2850 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2649 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2650
2851 /* dms do not consume food */ 2651 /* dms do not consume food */
2852 if (!QUERY_FLAG (op, FLAG_WIZ)) 2652 if (!QUERY_FLAG (op, FLAG_WIZ))
2853 op->stats.food--; 2653 op->stats.food--;
2854 } 2654 }
2855 }
2856 2655
2857 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2656 if (op->stats.food < 0 && op->stats.hp >= 0)
2858 { 2657 {
2859 object *tmp, *flesh = NULL; 2658 object *tmp, *flesh = 0;
2860 2659
2861 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2660 for (tmp = op->inv; tmp; tmp = tmp->below)
2862 { 2661 {
2863 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2662 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2864 {
2865 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2866 { 2663 {
2664 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2665 {
2867 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2666 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2868 manual_apply (op, tmp, 0); 2667 manual_apply (op, tmp, 0);
2869 if (op->stats.food >= 0 || op->stats.hp < 0) 2668 if (op->stats.food >= 0 || op->stats.hp < 0)
2870 break; 2669 break;
2871 } 2670 }
2872 else if (tmp->type == FLESH) 2671 else if (tmp->type == FLESH)
2873 flesh = tmp; 2672 flesh = tmp;
2874 } /* End if paid for object */ 2673 } /* End if paid for object */
2875 } /* end of for loop */ 2674 } /* end of for loop */
2675
2876 /* If player is still starving, it means they don't have any food, so 2676 /* If player is still starving, it means they don't have any food, so
2877 * eat flesh instead. 2677 * eat flesh instead.
2878 */ 2678 */
2879 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2679 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2880 { 2680 {
2881 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2681 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2882 manual_apply (op, flesh, 0); 2682 manual_apply (op, flesh, 0);
2883 } 2683 }
2884 } /* end if player is starving */ 2684 }
2885 2685
2886 while (op->stats.food < 0 && op->stats.hp > 0) 2686 while (op->stats.food < 0 && op->stats.hp >= 0)
2887 op->stats.food++, op->stats.hp--; 2687 op->stats.food++, op->stats.hp--;
2888 2688
2889 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2689 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2890 kill_player (op); 2690 kill_player (op);
2691 }
2891} 2692}
2892
2893
2894 2693
2895/* If the player should die (lack of hp, food, etc), we call this. 2694/* If the player should die (lack of hp, food, etc), we call this.
2896 * op is the player in jeopardy. If the player can not be saved (not 2695 * op is the player in jeopardy. If the player can not be saved (not
2897 * permadeath, no lifesave), this will take care of removing the player 2696 * permadeath, no lifesave), this will take care of removing the player
2898 * file. 2697 * file.
2928 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2727 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2929 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2728 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2930 2729
2931 /* restore player */ 2730 /* restore player */
2932 at = archetype::find ("poisoning"); 2731 at = archetype::find ("poisoning");
2933 tmp = present_arch_in_ob (at, op); 2732 if (object *tmp = present_arch_in_ob (at, op))
2934 if (tmp)
2935 { 2733 {
2936 tmp->destroy (); 2734 tmp->destroy ();
2937 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2735 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2938 } 2736 }
2939 2737
2940 at = archetype::find ("confusion"); 2738 at = archetype::find ("confusion");
2941 tmp = present_arch_in_ob (at, op); 2739 if (object *tmp = present_arch_in_ob (at, op))
2942 if (tmp)
2943 { 2740 {
2944 tmp->destroy (); 2741 tmp->destroy ();
2945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2742 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2946 } 2743 }
2947 2744
2949 op->stats.hp = op->stats.maxhp; 2746 op->stats.hp = op->stats.maxhp;
2950 if (op->stats.food <= 0) 2747 if (op->stats.food <= 0)
2951 op->stats.food = 999; 2748 op->stats.food = 999;
2952 2749
2953 /* create a bodypart-trophy to make the winner happy */ 2750 /* create a bodypart-trophy to make the winner happy */
2954 tmp = arch_to_object (archetype::find ("finger")); 2751 if (object *tmp = arch_to_object (archetype::find ("finger")))
2955 if (tmp != NULL)
2956 { 2752 {
2957 sprintf (buf, "%s's finger", &op->name); 2753 sprintf (buf, "%s's finger", &op->name);
2958 tmp->name = buf; 2754 tmp->name = buf;
2959 sprintf (buf, " This finger has been cut off %s\n" 2755 sprintf (buf, " This finger has been cut off %s\n"
2960 " the %s, when he was defeated at\n level %d by %s.\n", 2756 " the %s, when he was defeated at\n level %d by %s.\n",
2961 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2757 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2962 tmp->msg = buf; 2758 tmp->msg = buf;
2963 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2759 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2964 tmp->materialname = NULL; 2760 tmp->materialname = NULL;
2965 tmp->x = op->x, tmp->y = op->y; 2761 op->insert_at (tmp, op);
2966 insert_ob_in_map (tmp, op->map, op, 0);
2967 } 2762 }
2968 2763
2969 /* teleport defeated player to new destination */ 2764 /* teleport defeated player to new destination */
2970 transfer_ob (op, x, y, 0, NULL); 2765 transfer_ob (op, x, y, 0, NULL);
2971 op->contr->braced = 0; 2766 op->contr->braced = 0;
2997 op->stats.hp = op->stats.maxhp; 2792 op->stats.hp = op->stats.maxhp;
2998 return; 2793 return;
2999 } 2794 }
3000 sprintf (buf, "%s died.", &op->name); 2795 sprintf (buf, "%s died.", &op->name);
3001 } 2796 }
2797
3002 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2798 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3003 2799
3004 /* save the map location for corpse, gravestone */ 2800 /* save the map location for corpse, gravestone */
3005 x = op->x; 2801 x = op->x;
3006 y = op->y; 2802 y = op->y;
3007 map = op->map; 2803 map = op->map;
3008 2804
3009
3010 if (settings.not_permadeth == TRUE)
3011 {
3012 /* NOT_PERMADEATH code. This basically brings the character back to 2805 /* NOT_PERMADEATH code. This basically brings the character back to
3013 * life if they are dead - it takes some exp and a random stat. 2806 * life if they are dead - it takes some exp and a random stat.
3014 * See the config.h file for a little more in depth detail about this. 2807 * See the config.h file for a little more in depth detail about this.
3015 */ 2808 */
3016 2809
3017 /* Basically two ways to go - remove a stat permanently, or just 2810 /* Basically two ways to go - remove a stat permanently, or just
3018 * make it depletion. This bunch of code deals with that aspect 2811 * make it depletion. This bunch of code deals with that aspect
3019 * of death. 2812 * of death.
3020 */ 2813 */
3021#ifndef COZY_SERVER 2814#ifndef COZY_SERVER
3022 if (settings.balanced_stat_loss) 2815 if (settings.balanced_stat_loss)
3023 { 2816 {
3024 /* If stat loss is permanent, lose one stat only. */ 2817 /* If stat loss is permanent, lose one stat only. */
3025 /* Lower level chars don't lose as many stats because they suffer 2818 /* Lower level chars don't lose as many stats because they suffer
3026 more if they do. */ 2819 more if they do. */
3027 /* Higher level characters can afford things such as potions of 2820 /* Higher level characters can afford things such as potions of
3028 restoration, or better, stat potions. So we slug them that 2821 restoration, or better, stat potions. So we slug them that
3029 little bit harder. */ 2822 little bit harder. */
3030 /* GD */ 2823 /* GD */
3031 if (settings.stat_loss_on_death) 2824 if (settings.stat_loss_on_death)
3032 num_stats_lose = 1; 2825 num_stats_lose = 1;
3033 else
3034 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3035 }
3036 else 2826 else
3037 { 2827 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2828 }
2829 else
3038 num_stats_lose = 1; 2830 num_stats_lose = 1;
3039 } 2831
3040 lost_a_stat = 0; 2832 lost_a_stat = 0;
3041 2833
3042 for (z = 0; z < num_stats_lose; z++) 2834 for (z = 0; z < num_stats_lose; z++)
3043 { 2835 {
3044 i = RANDOM () % NUM_STATS; 2836 i = RANDOM () % NUM_STATS;
3045 2837
3046 if (settings.stat_loss_on_death) 2838 if (settings.stat_loss_on_death)
3047 { 2839 {
3048 /* Pick a random stat and take a point off it. Tell the player 2840 /* Pick a random stat and take a point off it. Tell the player
3049 * what he lost. 2841 * what he lost.
3050 */ 2842 */
3051 change_attr_value (&(op->stats), i, -1); 2843 change_attr_value (&(op->stats), i, -1);
3052 check_stat_bounds (&(op->stats)); 2844 check_stat_bounds (&(op->stats));
3053 change_attr_value (&(op->contr->orig_stats), i, -1); 2845 change_attr_value (&(op->contr->orig_stats), i, -1);
3054 check_stat_bounds (&(op->contr->orig_stats)); 2846 check_stat_bounds (&(op->contr->orig_stats));
3055 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2847 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3056 lost_a_stat = 1; 2848 lost_a_stat = 1;
2849 }
2850 else
2851 {
2852 /* deplete a stat */
2853 archetype *deparch = archetype::find ("depletion");
2854 object *dep;
2855
2856 dep = present_arch_in_ob (deparch, op);
2857 if (!dep)
2858 {
2859 dep = arch_to_object (deparch);
2860 insert_ob_in_ob (dep, op);
3057 } 2861 }
3058 else 2862 lose_this_stat = 1;
2863 if (settings.balanced_stat_loss)
3059 { 2864 {
3060 /* deplete a stat */ 2865 /* GD */
3061 archetype *deparch = archetype::find ("depletion"); 2866 /* Get the stat that we're about to deplete. */
3062 object *dep; 2867 this_stat = get_attr_value (&(dep->stats), i);
3063 2868 if (this_stat < 0)
3064 dep = present_arch_in_ob (deparch, op);
3065 if (!dep)
3066 { 2869 {
3067 dep = arch_to_object (deparch); 2870 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3068 insert_ob_in_ob (dep, op); 2871 int keep_chance = this_stat * this_stat;
3069 } 2872
3070 lose_this_stat = 1; 2873 /* Yes, I am paranoid. Sue me. */
3071 if (settings.balanced_stat_loss)
3072 {
3073 /* GD */
3074 /* Get the stat that we're about to deplete. */
3075 this_stat = get_attr_value (&(dep->stats), i);
3076 if (this_stat < 0) 2874 if (keep_chance < 1)
2875 keep_chance = 1;
2876
2877 /* There is a maximum depletion total per level. */
2878 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3077 { 2879 {
3078 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 int keep_chance = this_stat * this_stat;
3080
3081 /* Yes, I am paranoid. Sue me. */
3082 if (keep_chance < 1)
3083 keep_chance = 1;
3084
3085 /* There is a maximum depletion total per level. */
3086 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3087 {
3088 lose_this_stat = 0; 2880 lose_this_stat = 0;
3089 /* Take loss chance vs keep chance to see if we 2881 /* Take loss chance vs keep chance to see if we
3090 retain the stat. */ 2882 retain the stat. */
3091 }
3092 else
3093 {
3094 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3095 lose_this_stat = 0;
3096 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3097 this_stat, keep_chance, loss_chance,
3098 lose_this_stat?"LOSE":"KEEP"); */
3099 }
3100 } 2883 }
3101 }
3102
3103 if (lose_this_stat)
3104 {
3105 this_stat = get_attr_value (&(dep->stats), i);
3106 /* We could try to do something clever like find another
3107 * stat to reduce if this fails. But chances are, if
3108 * stats have been depleted to -50, all are pretty low
3109 * and should be roughly the same, so it shouldn't make a
3110 * difference.
3111 */ 2884 else
3112 if (this_stat >= -50)
3113 { 2885 {
3114 change_attr_value (&(dep->stats), i, -1); 2886 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3115 SET_FLAG (dep, FLAG_APPLIED);
3116 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3117 fix_player (op);
3118 lost_a_stat = 1; 2887 lose_this_stat = 0;
2888 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2889 this_stat, keep_chance, loss_chance,
2890 lose_this_stat?"LOSE":"KEEP"); */
3119 } 2891 }
3120 } 2892 }
3121 } 2893 }
2894
2895 if (lose_this_stat)
2896 {
2897 this_stat = get_attr_value (&(dep->stats), i);
2898 /* We could try to do something clever like find another
2899 * stat to reduce if this fails. But chances are, if
2900 * stats have been depleted to -50, all are pretty low
2901 * and should be roughly the same, so it shouldn't make a
2902 * difference.
2903 */
2904 if (this_stat >= -50)
2905 {
2906 change_attr_value (&(dep->stats), i, -1);
2907 SET_FLAG (dep, FLAG_APPLIED);
2908 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2909 op->update_stats ();
2910 lost_a_stat = 1;
2911 }
3122 } 2912 }
2913 }
2914 }
3123 /* If no stat lost, tell the player. */ 2915 /* If no stat lost, tell the player. */
3124 if (!lost_a_stat) 2916 if (!lost_a_stat)
3125 { 2917 {
3126 /* determine_god() seems to not work sometimes... why is this? 2918 /* determine_god() seems to not work sometimes... why is this?
3127 Should I be using something else? GD */ 2919 Should I be using something else? GD */
3128 const char *god = determine_god (op); 2920 const char *god = determine_god (op);
3129 2921
3130 if (god && (strcmp (god, "none"))) 2922 if (god && (strcmp (god, "none")))
3131 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2923 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3132 else 2924 else
3133 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2925 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3134 } 2926 }
3135#else 2927#else
3136 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2928 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3137#endif 2929#endif
3138 2930
3139 /* Put a gravestone up where the character 'almost' died. List the 2931 /* Put a gravestone up where the character 'almost' died. List the
3140 * exp loss on the stone. 2932 * exp loss on the stone.
3141 */ 2933 */
3142 tmp = arch_to_object (archetype::find ("gravestone")); 2934 tmp = arch_to_object (archetype::find ("gravestone"));
3143 sprintf (buf, "%s's gravestone", &op->name); 2935 sprintf (buf, "%s's gravestone", &op->name);
3144 tmp->name = buf; 2936 tmp->name = buf;
3145 sprintf (buf, "%s's gravestones", &op->name); 2937 sprintf (buf, "%s's gravestones", &op->name);
3146 tmp->name_pl = buf; 2938 tmp->name_pl = buf;
3147 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2939 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3148 tmp->msg = buf; 2940 tmp->msg = buf;
3149 tmp->x = op->x, tmp->y = op->y; 2941 tmp->x = op->x, tmp->y = op->y;
3150 insert_ob_in_map (tmp, op->map, NULL, 0); 2942 insert_ob_in_map (tmp, op->map, NULL, 0);
3151 2943
3152 /**************************************/ 2944 /**************************************/
3153 /* */ 2945 /* */
3154 /* Subtract the experience points, */ 2946 /* Subtract the experience points, */
3155 /* if we died cause of food, give us */ 2947 /* if we died cause of food, give us */
3156 /* food, and reset HP's... */ 2948 /* food, and reset HP's... */
3157 /* */ 2949 /* */
3158 /**************************************/ 2950 /**************************************/
3159 2951
3160 /* remove any poisoning and confusion the character may be suffering. */ 2952 /* remove any poisoning and confusion the character may be suffering. */
3161 /* restore player */ 2953 /* restore player */
3162 at = archetype::find ("poisoning"); 2954 at = archetype::find ("poisoning");
3163 tmp = present_arch_in_ob (at, op); 2955 tmp = present_arch_in_ob (at, op);
3164 2956
3165 if (tmp) 2957 if (tmp)
3166 { 2958 {
3167 tmp->destroy (); 2959 tmp->destroy ();
3168 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2960 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3169 } 2961 }
3170 2962
3171 at = archetype::find ("confusion"); 2963 at = archetype::find ("confusion");
3172 tmp = present_arch_in_ob (at, op); 2964 tmp = present_arch_in_ob (at, op);
3173 if (tmp) 2965 if (tmp)
3174 { 2966 {
3175 tmp->destroy (); 2967 tmp->destroy ();
3176 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2968 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3177 } 2969 }
3178 2970
3179 cure_disease (op, 0); /* remove any disease */ 2971 cure_disease (op, 0); /* remove any disease */
3180 2972
3181 /*add_exp(op, (op->stats.exp * -0.20)); */ 2973 /*add_exp(op, (op->stats.exp * -0.20)); */
3182 apply_death_exp_penalty (op); 2974 apply_death_exp_penalty (op);
3183 if (op->stats.food < 100) 2975 if (op->stats.food < 100)
3184 op->stats.food = 900; 2976 op->stats.food = 900;
3185 op->stats.hp = op->stats.maxhp; 2977 op->stats.hp = op->stats.maxhp;
3186 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2978 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3187 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2979 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3188 2980
3189 /* 2981 /*
3190 * Check to see if the player is in a shop. IF so, then check to see if 2982 * Check to see if the player is in a shop. IF so, then check to see if
3191 * the player has any unpaid items. If so, remove them and put them back 2983 * the player has any unpaid items. If so, remove them and put them back
3192 * in the map. 2984 * in the map.
3193 */ 2985 */
3194 2986
3195 if (is_in_shop (op)) 2987 if (is_in_shop (op))
3196 remove_unpaid_objects (op->inv, op); 2988 remove_unpaid_objects (op->inv, op);
3197 2989
3198 /****************************************/ 2990 /****************************************/
3199 /* */ 2991 /* */
3200 /* Move player to his current respawn- */ 2992 /* Move player to his current respawn- */
3201 /* position (usually last savebed) */ 2993 /* position (usually last savebed) */
3202 /* */ 2994 /* */
3203 /****************************************/ 2995 /****************************************/
3204 2996
3205 enter_player_savebed (op); 2997 enter_player_savebed (op);
3206 2998
3207 /* Save the player before inserting the force to reduce 2999 /* Save the player before inserting the force to reduce
3208 * chance of abuse. 3000 * chance of abuse.
3209 */ 3001 */
3210 op->contr->braced = 0; 3002 op->contr->braced = 0;
3211 save_player (op, 1); 3003 op->contr->save ();
3212 3004
3213 /* it is possible that the player has blown something up 3005 /* it is possible that the player has blown something up
3214 * at his savebed location, and that can have long lasting 3006 * at his savebed location, and that can have long lasting
3215 * spell effects. So first see if there is a spell effect 3007 * spell effects. So first see if there is a spell effect
3216 * on the space that might harm the player. 3008 * on the space that might harm the player.
3217 */ 3009 */
3218 will_kill_again = 0; 3010 will_kill_again = 0;
3219 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3011 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3220 if (tmp->type == SPELL_EFFECT) 3012 if (tmp->type == SPELL_EFFECT)
3221 will_kill_again |= tmp->attacktype; 3013 will_kill_again |= tmp->attacktype;
3222 3014
3223 if (will_kill_again) 3015 if (will_kill_again)
3224 { 3016 {
3225 object *force; 3017 object *force;
3226 int at; 3018 int at;
3227 3019
3228 force = get_archetype (FORCE_NAME); 3020 force = get_archetype (FORCE_NAME);
3229 /* 50 ticks should be enough time for the spell to abate */ 3021 /* 50 ticks should be enough time for the spell to abate */
3230 force->speed = 0.1; 3022 force->speed = 0.1;
3231 force->speed_left = -5.0; 3023 force->speed_left = -5.0;
3232 SET_FLAG (force, FLAG_APPLIED); 3024 SET_FLAG (force, FLAG_APPLIED);
3233 for (at = 0; at < NROFATTACKS; at++) 3025 for (at = 0; at < NROFATTACKS; at++)
3234 if (will_kill_again & (1 << at)) 3026 if (will_kill_again & (1 << at))
3235 force->resist[at] = 100; 3027 force->resist[at] = 100;
3236 3028
3237 insert_ob_in_ob (force, op); 3029 insert_ob_in_ob (force, op);
3238 fix_player (op); 3030 op->update_stats ();
3239 3031
3240 } 3032 }
3241 3033
3242 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3034 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3243 return;
3244 } /* NOT_PERMADETH */
3245 else
3246 {
3247 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3248 * should probably be embedded in an else statement.
3249 */
3250
3251 op->contr->party = NULL;
3252 if (settings.set_title == TRUE)
3253 op->contr->own_title[0] = '\0';
3254 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3255 check_score (op);
3256
3257 if (op->contr->ranges[range_golem])
3258 {
3259 remove_friendly_object (op->contr->ranges[range_golem]);
3260 op->contr->ranges[range_golem]->destroy ();
3261 op->contr->ranges[range_golem] = 0;
3262 }
3263
3264 loot_object (op); /* Remove some of the items for good */
3265 op->remove ();
3266 op->direction = 0;
3267
3268 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3269 {
3270 delete_character (op->name, 0);
3271 if (settings.resurrection == TRUE)
3272 {
3273 /* save playerfile sans equipment when player dies
3274 ** then save it as player.pl.dead so that future resurrection
3275 ** type spells will work on them nicely
3276 */
3277 delete_character (op->name, 0);
3278 op->stats.hp = op->stats.maxhp;
3279 op->stats.food = 999;
3280
3281 /* set the location of where the person will reappear when */
3282 /* maybe resurrection code should fix map also */
3283 strcpy (op->contr->maplevel, settings.emergency_mapname);
3284 if (op->map != NULL)
3285 op->map = NULL;
3286 op->x = settings.emergency_x;
3287 op->y = settings.emergency_y;
3288 save_player (op, 0);
3289 op->map = map;
3290 /* please see resurrection.c: peterm */
3291 dead_player (op);
3292 }
3293 else
3294 delete_character (op->name, 1);
3295 }
3296
3297 play_again (op);
3298
3299 /* peterm: added to create a corpse at deathsite. */
3300 tmp = arch_to_object (archetype::find ("corpse_pl"));
3301 sprintf (buf, "%s", &op->name);
3302 tmp->name = tmp->name_pl = buf;
3303 tmp->level = op->level;
3304 tmp->x = x;
3305 tmp->y = y;
3306 tmp->msg = gravestone_text (op);
3307 SET_FLAG (tmp, FLAG_UNIQUE);
3308 insert_ob_in_map (tmp, map, NULL, 0);
3309 }
3310} 3035}
3311
3312 3036
3313void 3037void
3314loot_object (object *op) 3038loot_object (object *op)
3315{ /* Grab and destroy some treasure */ 3039{ /* Grab and destroy some treasure */
3316 object *tmp, *tmp2, *next; 3040 object *tmp, *tmp2, *next;
3317 3041
3318 if (op->container) 3042 if (op->container)
3319 { /* close open sack first */
3320 esrv_apply_container (op, op->container); 3043 esrv_apply_container (op, op->container); /* close open sack first */
3321 }
3322 3044
3323 for (tmp = op->inv; tmp != NULL; tmp = next) 3045 for (tmp = op->inv; tmp; tmp = next)
3324 { 3046 {
3325 next = tmp->below; 3047 next = tmp->below;
3326 if (tmp->type == EXPERIENCE || tmp->invisible) 3048
3049 if (tmp->invisible)
3327 continue; 3050 continue;
3051
3328 tmp->remove (); 3052 tmp->remove ();
3329 tmp->x = op->x, tmp->y = op->y; 3053 tmp->x = op->x, tmp->y = op->y;
3330 if (tmp->type == CONTAINER) 3054 if (tmp->type == CONTAINER)
3331 { /* empty container to ground */ 3055 { /* empty container to ground */
3332 loot_object (tmp); 3056 loot_object (tmp);
3354 */ 3078 */
3355 3079
3356void 3080void
3357fix_weight (void) 3081fix_weight (void)
3358{ 3082{
3359 player *pl; 3083 for_all_players (pl)
3360
3361 for (pl = first_player; pl != NULL; pl = pl->next)
3362 { 3084 {
3363 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3085 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3364 3086
3365 if (old == sum) 3087 if (old == sum)
3366 continue; 3088 continue;
3367 fix_player (pl->ob); 3089 pl->ob->update_stats ();
3368 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3090 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3369 } 3091 }
3370} 3092}
3371 3093
3372void 3094void
3373fix_luck (void) 3095fix_luck (void)
3374{ 3096{
3375 player *pl; 3097 for_all_players (pl)
3376
3377 for (pl = first_player; pl != NULL; pl = pl->next)
3378 if (!pl->ob->contr->state) 3098 if (!pl->ob->contr->ns->state)
3379 change_luck (pl->ob, 0); 3099 pl->ob->change_luck (0);
3380} 3100}
3381
3382 3101
3383/* cast_dust() - handles op throwing objects of type 'DUST'. 3102/* cast_dust() - handles op throwing objects of type 'DUST'.
3384 * This is much simpler in the new spell code - we basically 3103 * This is much simpler in the new spell code - we basically
3385 * just treat this as any other spell casting object. 3104 * just treat this as any other spell casting object.
3386 */ 3105 */
3387
3388void 3106void
3389cast_dust (object *op, object *throw_ob, int dir) 3107cast_dust (object *op, object *throw_ob, int dir)
3390{ 3108{
3391 object *skop, *spob; 3109 object *skop, *spob;
3392 3110
3437 object *tmp = NULL; 3155 object *tmp = NULL;
3438 3156
3439 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3157 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3440 return 1; 3158 return 1;
3441 3159
3442 if (op->type == PLAYER)
3443 for (tmp = op->inv; tmp; tmp = tmp->below)
3444 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3445 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3446 return 1;
3447 return 0; 3160 return 0;
3448} 3161}
3449 3162
3450/* look at the surrounding terrain to determine 3163/* look at the surrounding terrain to determine
3451 * the hideability of this object. Positive levels 3164 * the hideability of this object. Positive levels
3566 if (mflags & P_OUT_OF_MAP) 3279 if (mflags & P_OUT_OF_MAP)
3567 continue; 3280 continue;
3568 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3281 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3569 continue; 3282 continue;
3570 3283
3571 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3284 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3572 { 3285 {
3573 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3286 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3574 return 1; 3287 return 1;
3575 else if (tmp->type == PLAYER) 3288 else if (tmp->type == PLAYER)
3576 { 3289 {
3606 if (pl->type != PLAYER) 3319 if (pl->type != PLAYER)
3607 { 3320 {
3608 LOG (llevError, "player_can_view() called for non-player object\n"); 3321 LOG (llevError, "player_can_view() called for non-player object\n");
3609 return -1; 3322 return -1;
3610 } 3323 }
3324
3611 if (!pl || !op) 3325 if (!pl || !op)
3612 return 0; 3326 return 0;
3613 3327
3614 if (op->head)
3615 {
3616 op = op->head; 3328 op = op->head_ ();
3617 } 3329
3618 get_rangevector (pl, op, &rv, 0x1); 3330 get_rangevector (pl, op, &rv, 0x1);
3619 3331
3620 /* starting with the 'head' part, lets loop 3332 /* starting with the 'head' part, lets loop
3621 * through the object and find if it has any 3333 * through the object and find if it has any
3622 * part that is in the los array but isnt on 3334 * part that is in the los array but isnt on
3630 3342
3631 /* only the viewable area the player sees is updated by LOS 3343 /* only the viewable area the player sees is updated by LOS
3632 * code, so we need to restrict ourselves to that range of values 3344 * code, so we need to restrict ourselves to that range of values
3633 * for any meaningful values. 3345 * for any meaningful values.
3634 */ 3346 */
3635 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3347 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3636 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3348 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3637 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3349 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3638 return 1; 3350 return 1;
3639 op = op->more; 3351 op = op->more;
3640 } 3352 }
3641 return 0; 3353 return 0;
3642} 3354}
3828 { 3540 {
3829 /* forces in the treasurelist can alter the player's stats */ 3541 /* forces in the treasurelist can alter the player's stats */
3830 object *skin; 3542 object *skin;
3831 3543
3832 /* first get the dragon skin force */ 3544 /* first get the dragon skin force */
3545 shstr_cmp dragon_skin_force ("dragon_skin_force");
3833 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3546 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3547 ;
3548
3834 if (skin == NULL) 3549 if (!skin)
3835 return; 3550 return;
3836 3551
3837 /* adding new spellpath attunements */ 3552 /* adding new spellpath attunements */
3838 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3553 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3839 { 3554 {

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